maybe it's just my computer but.... I'm on windows XP home edition and if I have both the search window open, the one with the little puppy , and dle-xp, I can't seem to switch between cubes using the mouse and pointer , anybody else?...A windows bug?....a dle-xp bug?....my screwy computer?

As far as the reactor thing goes, I think it's just that I do it the wrong way. I would simply change a normal cube to a reactor cube then add reactor using the objects tool instead of going to the cube tool and clicking \"add reactor\". When I use the add reactor cube method it doesn't crash when running diagnostics but if you change a normal cube to a reactor cube, then add a reactor using the objects tool, then run diagnostics, DLE-XP crashes.

So I'm going to update Bahagad Outbreak and Lost Levels to D2-XL using DLE-XP. Well, thing is, it won't open a single level file stating every time this error message: \"Robots number (xx) out of range. Range = [o..-1].\"
And 'xx' has ranged from single digits to triple. But nothing really consistant about those numbers, but the error message is the same. I am using ver. 1.5.35. The latest as of this morning 6/10/06.
Can't update my levels if I can't open a single Descent level.

DLE-XP crashes when loading levels edited with a recent version of DLE-XP if they have custom textures. This happens on both of my recent missions. They both are D2X-XL type and have features D2X-XL features. Both have custom robots and textures. If I take away the custom textures, they load. The custom textures consist of both lo-rex and hi-res textures.

EDIT: OK, actually it's definitely the custom textures and nothing else. However, it's not the pog file, as I have 2 different ones that crash.

Also, with depth perception on high, I encounter a version of the mine with no depth perception where the A and Z keys don't work when I zoom in far enough.

TO REPRODUCE: Open a fair sized mine. Make sure depth perception is on high. Zoom in as far as you can go. If you have not gone beyond the mine and encountered a second version, keep pressing A until you do.

Lol.
Naw, only because there's no strikethrough tag. We need one of those (hint, hint).

DLE-XP still crashes when loading one of my levels.

Upon doing further research into the duplicate mine thing, I found that it happens on any depth perception setting except \"off\". You end up zooming in and reach a place where it's as if depth perception is on \"off\". A better way to reproduce it, actually, is to just hit \"A\" until it no longer works as soon as the mine is loaded.

Thermo, always run diagnostics after adding a door, I always do. Make sure the auto fix bugs box is checked all the way to the right on the Diagnostics pane and it will automatically fix the wall. For some reason I always get an error reading \"Wall has invalid linked wall, etc.\" for every door or wall I add. I imagine this can cause the crash you are experiencing.

The problem is that D2 has a 'linked wall' feature which I can only make assumption about what it is good for.

I thought that this must be the corresponding door on the other side of a face, but this is not the case. I have now come to believe that this was intended to make e.g. a trigger affect several otherwise not directly related walls, and that this never really made it into D2, because if a wall actually has a valid entry for a linked wall, D2 crashes when that wall is changed.

So I have changed DLE-XP from v1.5.45 and up to never assign a linked wall to a wall you insert.

You can try to create a new D2 level with DLE-XP v1.5.45, add a door and run it in D2. It shouldn't crash anymore (if it still does, well ... ).

File > New > Mine type: Descent 1 (note this)
Press + twice to add two cubes
Press the down arrow once to go back a cube
Press C, M, C, M to mark the two added cubes
Press the down arrow twice to go back to the start cube
Edit > Quick Copy
Status bar says: \"Block tool: 2 blocks copied to 'dle_demp.blx' relative to current side
Press ctrl-m to unmark all
Press the up arrow twice to go to the end of the three-cube tunnel
Edit > Quick Paste

...And there it dies, with an error dialog saying:
\"Invalid side number read\"

After clicking ok, there appears to be part of a wall connected to the last cube, but two of the points are floating in space. Undo gets rid of this strange thing, but I still have no pasted blocks.

What am I doing wrong, or what is wrong? The exact same steps above appear to work perfectly in Descent 2 level mode.